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Horizon features a Production system which allows to produce items automatically using recipes, based on availability of various facilities, from mines to hi-tech factories. Production happens in cycles which are based on real time.

General[]

Resource production is handled via the Production Manager and is either passive or active.

  • Passive production: runs non-stop, does not require any input.
  • Active production: requires a Work Order, typically uses some resources.

More production buildings unlock more production potential per cycle and more recipe slots to be processed simultaneously.

Production is based on real time, to avoid any timescale or time-passing issues, and happens in cycles, like 30 minutes and 90 minutes. Resources used for production are taken from Production Storage or Master Workbench. Produced goods are stored into the Production Storage by default. Typically, a player should redirect Production Storage into Master Workbench of their choice and use it for all production. Produced goods are only received if an order is completed fully during the cycle. If only a partial order (for example, if total mine capacity is less than 1) could be produced, progress is saved to be added to the next cycle.

Production Manager[]

Main article: Resource Station

The "Production Manager" or "Resource Manager" is a complex menu which allows to manage any production service. The menu can be accessed through:

Limits[]

Every production is limited, especially by time, which amounts to 90 minutes real-time per work order. Advanced production amounts to 30 to 15 minutes per work order. In addition to time, the player limits himself through his individual gameplay and the associated amount of resources that the player can use, e.g. the amount of settlements, settlement building objects, components, etc.

The overflow mechanic, partial yield as well as population or technology of a settlement, workshop levels and, indirectly related to this, settler missions and their productivity (measured in settler skill), which is not further listed here, are also limiting.

Production Cycle[]

ProductionReady

Notification (Standard)

ProductionReady2

Notification (Factory)

Every production cycle is measured in real-time not in in-game days or hours! All production cycles (standard, refining, factory) take 60 minutes. Trading cycle takes 3 hours.

This prevents bypassing the production system. The player should produce alongside exploring. Each production cycle is equivalent to a work order. I.e. 1 work order takes one production cycle, 999 work orders, 999 cycles.

Services[]

Production services (schematics) are either passive (run non-stop) or active (require work orders). Next to work orders, active services require skill and/or workshop levels. If requirements aren't met no service will be shown, the list is blank and thus the trade menu empty.

Work Order[]

WorkOrder

Global work order example +999

Work orders allow to plan ahead of time and specify how many units should be produced. Work Orders run as long as the services are active and have the required ingredients. Some production categories do not require Work Orders and run non-stop (such as "Passive Services").

Work Orders can be added in small or large amounts: +1, +5, +25, +200, +999 (max). Depending on the category, one can add/remove Work Orders to each service individually, or all at once.

Work Orders are only consumed when the item is actually produced, thus if ingredients are missing, the work order will be swapped over to the next procution cycle to check for the required igrendients again. The same applies to partially produced yield (overflow). Partial yield is pushed to the next cycle until full (1.0). When full, yield is put into the production storage by default.

Overflow[]

Crops, Oil Drilling, and Ore Mining can have partial yields (less than 1). These will accumulate over cycles and produce materials only when more than 1.00 accumulates. If a yield requires an upkeep cost (for example: liquid fuel), it will only take the cost when it actually produces at least 1.0 full unit.

Production Limit[]

ProductionLimits

Production Limits

The current maximum production yield is based on overall progress across all settlements. More Successful Settlements will increase production limits. The maximum yield per cycle depends on game progress and the choosen game mode: Desolation Mode during installation. In desolation mode production limits are usually halfed.

Product Limit Default Mode Desolation Mode
Purified Water Water Purification Unit + Successful Settlements 16-40[citation needed] 8-20[citation needed]
Power Units Power Surplus Converter None[citation needed] None[citation needed]
Vendor Credits Tenants + Vendor Stalls + Successful Settlements 100-3000[citation needed] 100-1500[citation needed]
Supply Kits Food/Water Ratio + Successful Settlements 8-32[citation needed] 4-16[citation needed]
Crops Crop Rating + Crop Stability + Crop Fertilizing + Successful Settlements 6-40[citation needed] 3-20[citation needed]

📝 Note: The term Crop counts globally for all crop types, i.e. 1 crop unlock +1 Corn, Carrot, etc. Supply Kits depend on an even 20/20 Food/Water rating, above basic settler needs. Even though it counts globally (across all settlements), it should be noted to have it even locally per settlement, the game may have problems calculating it globally.[citation needed].

Ratings[]

Production can be influenced by production ratings. In general each rating is x1 products.[1] The ratings yield is often times based on:

Ratings can rarely be influenced by Work Orders, e.g. Crop Fertilizing.

Vanilla Production[]

Vanilla Brahmin fertilizer production is moved into Horizon's production system (Compost > Fertilizer production), and no longer produces to each local workbench.[citation needed]

Existing placed scavenging stations will still function, but their junk output is reduced. Architect's Junk Yards are similar, but use resources.

All items produced are stored in the Production Storage by default.

Minerals[]

Mineral deposit are a new mechanic introduced by Horizon. Ores can be mined with the help of Large Extractor or a Small Extractor, Crude Oil can be pumped with Oil Wells and Oil Rig. Raw minerals, in turn, can be refined to produce many valuable raw materials.

Local Mineral Deposit function, available accessed by using the Production Console or Resource Station, can tell the player how much ore and crude oil can be produced in the local settlement. The numbers are randomized on game start, and range from 0.0 to 1.95. Ocean settlements always have more oil, at least 0.5.

Production Services[]

Horizon features a system of slots, recipes and work orders. Every production category has 10 slots, which might be fixed or free for player to assign, recipes, which player might choose for each free slot, and every slot can have multiple work orders which will be filled every cycle as much as possible with available production units and materials.

Standard Production[]

Doesn't require any control; these are automatically activated if the corresponding buildings are built and/or various items are placed in the Workbench (Example: placing Waste Food items in the Farming Workbench to produce Compost). Depending on the rating, passive production begins automatically.

  1. Income (Vendor Credits): from vendors and trading storages.
  2. Field Supplies: from excess food, water, and power 1:1:1.
  3. Research Material: produced by engineers with research buildings present.
  4. Crude Oil: produced by oil wells and oil rigs.
  5. Power Units: produced by Power Surplus Converter.
  6. Brahmin Milk: produced by Milk Brahmin Pen
  7. Compost (from Animals)
  8. Expenses (-Vendor Credit): these are actually spent by buildings like supply depots.

Activated Production[]

These are simple production recipes that require some kind of upkeep and added orders to work.

Recipe Cost 🔲 Product Units added by
Purified Water ➡️
  • Purifier Units
  • Weston Water Treatment operation site
Seawater ➡️
  • Seawater Extractors
Salt (from Seawater) ➡️
  • Unlimited?
Fish ➡️
  • Fish 1 (Perch, Smallmouth Bass, Catfish)
Wild Plants (Dry) ➡️
  • Wild Plant Garden (Dry)
Wild Plants (Humid) ➡️
  • Wild Plant Garden (Humid)
Fertilizer (from Compost) ➡️
  • Farming Workbench
Chickens ➡️
Small Game Animals ➡️ Either;
  • Small Game Trap

Worker Production[]

Settlers assigned to job stations can be used for basic settlement production when they aren't deployed. This allows extra assigned jobs (or undeployed jobs), to feel useful (and even wanted). Settlers who are deployed on missions are automatically subtracted from the total jobs available for worker production. Every job can perform any of the shared "Worker Production" tasks.

Each settler assigned to a job station can potentially work all 4 tasks per cycle (evenly distributed). Each Work Order is for 1 settler on that particular resource, so 4 settlers is 4 work orders consumed per cycle on that resource. You can then decide which resource you actually want, and only spend upkeep materials on those particular resources. Each settler can essentially do 25% of each resource evenly split, and you cannot put 100% of their effort on 1 specific resource.

Some claimed Operation Sites can also add to Worker Production totals (such as concrete from the quarry).

The Technician is ideally the cheapest (and most appropriate) one to use if you just want "extra" workers to harvest basic resources, but any job station works.

Recipe Upkeep 🔲 Product
Recycling: Trash Trash 100 ➡️
Salvaging: Wood Liquid Fuel 1 ➡️
Salvaging: Steel Liquid Fuel 1 ➡️
Salvaging: Concrete Liquid Fuel 1 ➡️
Salvaging: Junk Liquid Fuel 1 ➡️

Recovery Bonuses[]

This production is free and slots are added by Operation sites and Expedition Camps. Items received are undocumented

Bonus Source Item
Expedition Expedition Camps Random Expedition Bonus [info needed]
Junk Big John's Salvage, Boston Library, Corvega Factory, Concord zones Random Junk Item [info needed]
Parts Corvega Factory, Mass Fusion Containment Shed, South Boston Factory, Concord zone Random Appliance/Machine Part [info needed]
Vault Salvage Regional Vault-Tec HQ Random Vault Item [info needed]
Business Income Boxing Gym, Beacon Hill Pub, Cambridge Diner, Concord zone Public Business Income [info needed]
Educational Material Boston Library Educational Material
Nuclear Material Corvega Factory, Mass Fusion Containment Shed Nuclear Fragment [info needed]
Chemical Products Mass Chemical, Concord zone Random Chemical Product [info needed]
Liquid Fuel [info needed] Random Fuel Item [info needed]

Crops[]

Crops, either maintained or automatic, add crop production rating which passively produces every cycle. Possible crops are Carrot, Corn, Tato, Mutfruit, Melon, Gourd, Razorgrain, Tarberry. "Crop Fertilizing" section allows player to add work orders for specific crops to produce twice as much per cycle for the cost of 1 fertilizer per product.

Nursery[]

Various plant-related conversion recipes. Units and slots are added by Farming Workbench.

Recipe Cost 🔲 Product
Wild Crop to Crop ➡️ 1 Crop
Compost (from Wood) ➡️ 20 Compost
Fresh Crop to Crop ➡️ 1 Crop
Warwick Crop to Crop ➡️ 1 Crop

Extractors[]

This section allows player to order extraction of the ores:

All ores cost 1 Liquid Fuel to extract.

Arc Furnace Ore Smelting[]

Ores can be processed into basic materials and miscellaneous unused items.

Schematic Cost 🔲 Products Requirement
Anthracite ➡️ None
Basalt ➡️ None
Limestone ➡️ None
Granite ➡️ None
Magnetite ➡️ None
Quartzite ➡️ None
Chromite ➡️ None
Laterite ➡️ None
Dolomite ➡️ None

Arc Furnace Metal[]

Arc furnaces also can perform some material conversions and create higher-grade alloys.

Schematic Cost 🔲 Products Requirement
Alloy: Aluminum [Low Grade] ➡️
  • Alloy: Aluminum (Low Grade) 1
Workshop: Craftsmanship 5
Alloy: Steel [Low Grade] ➡️
  • Alloy: Steel (Low Grade) 1
Workshop: Craftsmanship 5
Alloy: Titanium [Low Grade] ➡️
  • Alloy: Titanium (Low Grade) 1
Workshop: Craftsmanship 6
Steel ➡️ None
Uranium to Nuclear Material ➡️ Workshop Technology 4

Refinery[]

Refinery allows to process Crude Oil to valuable Liquid Fuel and Oil and has recipes to balance related materials stocks.

Schematic Cost 🔲 Products Requirement
Process: Crude Oil ➡️ None
Convert Nuclear To Crude Oil ➡️ Workshop Technology 7
Convert Flamer Fuel to Liquid Fuel ➡️ None
Convert Oil to Liquid Fuel ➡️ None

Factories[]

Chemical Factory[]

  • produces many drinks like alcohol, beer, purified Nuka-Cola. It can also perform chemical reactions, most importantly, efficiently produce Chlorine from Salt as a step to producing Purified Water.
Schematic Cost 🔲 Products Requirement
Nitric Acid ➡️ None
Smokeless Powder ➡️

Workshop Technology 6

Explosive Material ➡️

Workshop Technology 8

Yeast ➡️ None
Alcohol (Pure) ➡️
  • 1 Alcohol
None
Fertilizer to Nitrogen/Phosphorous/Potassium ➡️

Workshop Technology 5

Bone to Calcium/Phosphorus ➡️

Workshop Technology 7

Carbon (x10) ➡️ None
Salt to Chlorine/Sodium/Hydrogen ➡️

[info needed]

Cryogenic Fluid (x1) ➡️

Workshop Technology 7

Nuka-Cola (Purified) (x1) ➡️
  • 1 Purified Nuka-Cola
  • 1 Glass Bottle
None
Hydraulic Fluid (x1) ➡️
  • 1 Hydraulic Fluid

Workshop Technology 6

Nitrogen (x1) ➡️

[info needed]

Oxygen / Hydrogen (x2) ➡️ None
Pharmaceuticals (x5) ➡️ None

Parts Factory[]

  • produces many valuable objects. Most importantly, it can manufacture .308, .38, .45 and 5.56 ammo while being more powder-effective that manual loading, produce Common Tools and Pipe Weapon Parts.
Schematic Cost 🔲 Products Requirement
Round, .308 ➡️
  • 10 .308 Round
None
Round, .38 ➡️
  • 20 .38 Round
None
Round, .45 ➡️
  • 20 .45 Round
None
Round, .556 ➡️
  • 20 5.56 Round
None
Gear ➡️ Workshop Craftsmanship 3
Precision Lens ➡️
  • 1 Precision Lens
Workshop Craftsmanship 4
Screws ➡️ Workshop Craftsmanship 3
Springs ➡️ Workshop Craftsmanship 3
Tools, Common ➡️ Workshop Craftsmanship 5
Tools, Kitchen ➡️ Workshop Craftsmanship 4
Tools, Precision ➡️ Workshop Craftsmanship 6
Weapon Parts Heavy ➡️ Workshop Craftsmanship 4
Weapon Parts Pipe ➡️ Workshop Craftsmanship 3
Weapon Parts Pistol ➡️ Workshop Craftsmanship 4
Weapon Parts Rifle ➡️ Workshop Craftsmanship 4
Weapon Parts Shotgun ➡️ Workshop Craftsmanship 4

Tech Factory[]

Schematic Cost 🔲 Products Requirement
Advanced Circuitry ➡️ Workshop Engineering 8
Basic Circuitry ➡️ Workshop Engineering 6
Biometric Scanner ➡️ Workshop Engineering 4
Military-Grade Circuit Board ➡️ Workshop Engineering 4
Control Processor ➡️
  • 1 Control Processor
Workshop Engineering 7
Energy Cells ➡️ Workshop Technology 5
Fusion Cells ➡️ None
Hydraulic Actuator ➡️
  • 1 Hydraulic Actuator
Workshop Engineering 5
High-Powered Magnet ➡️ Workshop Engineering 4
Balanced Manipulator ➡️
  • 1 Balanced Manipulator
Workshop Engineering 6
Fusion Power Regulator ➡️
  • 1 Fusion Power Regulator
Workshop Engineering 6
Electronic Servomotor ➡️
  • 1 Electronic Servomotor
Workshop Engineering 5
Intact Synth Arm ➡️
  • 1 Intact Synth Arm
Workshop Engineering 8
Intact Synth Body ➡️
  • 1 Intact Synth Body
Workshop Engineering 8
Intact Synth Head ➡️
  • 1 Intact Synth Head
Workshop Engineering 8
Intact Synth Leg ➡️
  • 1 Intact Synth Leg
Workshop Engineering 8
Energy Weapon Parts ➡️ Workshop Engineering 4

Textiles Factory[]

Schematic Cost 🔲 Products Requirement
Ballistic Fiber ➡️ Workshop Craftsmanship 8
Carbon Fiber ➡️ Workshop Craftsmanship 5
Cloth ➡️ None
Packing Material ➡️ None
Foam Rubber - Packing Material ➡️ None

See Also[]

References[]

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